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TZODnmr2k5: Sucks that I had to copy this via steam, but here it goes:

PATCH NOTES FOR HOLLOW KNIGHT
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dtgreene: Unfortunately, only the Windows build has been updated; Mac and Linux are still on the old version.
Steam forum threads seem to indicate there are issues with the Mac build after the update (maybe related to the transition to 64bit). So that could be something holding that build back. Not sure about Linux. Might be something similar, I guess.
high rated
Lost Ruins

Updated to 1.0.9 (Galaxy [Windows & Mac] & Offline Installer [Windows])

No changelog.
Post edited June 08, 2021 by Hustlefan
high rated
Brigador: Up-Armored Edition

Updated to 1.6 (Galaxy & Offline Installer)

Changelog from Steam:
Game

- Updated to version 1.6 The Blood Anniversary
- Non-mechanical NPCs now leave a bloody mess on death
- Several weapons now leave impact craters on ground tiles
- Three new unlockable pilots added to Freelance: MT Foxtrot, Warlord Kanta and Brother Livewell Cotton
- Four new powersuit-focused missions operations added to Campaign mode: WE USED TO WAIT, IRIAN JAYA, SCANDAL NIGHT and SURF SOLAR
- Eleven vehicles are now available for purchase to play in Freelance mode: Monarch, Pellinore, Leviathan, Blackjack, Coffin, Usul, Widow, Zed Prime, Longboard, Brunhilde, and Fafnir
- Twelve vehicles now have auto-firing turrets installed: Monarch, Leviathan, Citadel, Rat King, Julius, Blackjack, Dragon, Usul, Aetos, Widow, Brunhilde, and Fafnir.
- "Brigadors" unlockable lore entry added to ACQUISITIONS
- Several balance changes (please refer to change log thread for full list)

Stability & Performance

- XNA Framework Redistributable 4.0 added to address launch issues with Windows 10 computers
- 64 bit builds for Windows, Mac & Linux
- Increased performance now that prop sprites update to only update props on screen (instead of whole level)
- Increased performance now that mech AI collision avoidance upper bound has been lowered

UI

- Splash screen on startup changed
- In-game UI should now scale with the UI scale setting
- A new method to add long text strings to the game has been added (this will be detailed in our modding guide later)
- New welcome screen text and three new loading screen messages added
- All new interface texts localized into all 11 additional locales
- Credits updated

Menus

- New AUTO FIRE TOGGLE bind available in SETTINGS > BINDS
- EASTER EGGS, DISABLE GRAPHIC CONTENT, DISABLE DAMAGE EFFECTS and USE OLD LIGHTING toggles added to SETTINGS
- INVINCIBILITY, INVISIBILITY, REDUCED ENEMY AGGRO and INFINITE AMMO cheat toggles added to SETTINGS

Sounds

- Audio levels of particular horn noises have been tweaked

Modding

- Modkit & Map Editor DLC is temporarily not functional - it will be updated to work with version 1.6 in a follow up patch in the coming weeks
- Packfile memory allocation increased by at least 40 MB
- Added various spatial overrides for gib data
+++
IMPORTANT NOTE TO ALL MAC USERS

This update will be the last update for Mac OS platforms. This is for - but not limited to - two big reasons:

- Apple declared in mid-2018 that it has stopped supporting OpenGL which is the graphics library that Brigador relies on
- In 2020, Apple announced it was making a major shift from Intel processors to ARM-M1 CPUs

Both of these together mark a fundamental change in how Mac machines function. From this point on it is only a matter of time until OpenGL itself disappears from Apple's operating systems, and with it the ability to run Brigador. Though projects like MoltenGL exist, the amount of work that would be required to make Brigador functional on a modern Apple machine will be unjustifiable. That said, we don't expect any major updates to Brigador after this update, but from this point on we will no longer continue to support Mac devices. If you are a Mac user reading this in the future, please contact us about your store purchase.
Post edited June 08, 2021 by Hustlefan
edit: ninja'd
Post edited June 08, 2021 by gogtrial34987
high rated
Megaquarium

Updated to v2.2.3g (Galaxy [Windows & Mac] & Offline Installer [Windows])

Latest changelogs from Steam:
v2.2.0 changelog

- New graphics pipeline for increased average framerate and increased capacity for on-screen game objects.
- Reduced memory allocations for reduction in frame spikes due to garbage collection.
- Added experimental feature: multithreaded rendering, accessible via the graphics options tab.
- UI redesign - increased text size, increased tooltip size, reduced empty space.
- UI redesign - Some text is truncated with an ellipses (...) but the full text can be read by hovering over it.
- UI redesign - space for icons in individual object window now changes based on number of icons. So when there are only 1 or 2 icons, only a single row of space is taken, but for tanks with 15+ icons it now has space for 4 rows so that everything is legible.
- UI redesign - Increased opacity of omni-present in-game buttons.
- Added a setting which makes the object count in the build menu visible at all times.
- Current Prestige value has more momentum and does not rise and fall so drastically. Your average prestige will remain the same but you won't experience the same oscillatory behaviour.
- New guest and staff models, there are now more combinations of guests and staff because glasses and hats have been divided into their own meshes.
- Some staff have had their hair style or color changed.
- Freshwater Frenzy - Breeding survival chance increased by 2% across the board.
- Freshwater Frenzy - Breeding survival chance affected by game difficulty. Easy +2%. Hard and Brutal -2%.
- Freshwater Frenzy - Added a place sound for fry and eggs.
- You can no longer assign LMB, RMB or MMB to hotkeys.
- Added a new tooltip to tell you how key assignment works on the key assignment tab in the options.
- Added a confirmation before starting a new game if one is already in progress.
- 'Browse Workshop' button in Mod Manager now scrolls so it doesn't overlap mods.
- Guests and staff can now be rotated while picked up.
- Reduced size of guest and staff colliders slightly so it is easier to select objects behind them.
- All scrollable menus have scroll speed capped at some value. The value can be edited via gui.data.
- Text for toggles in the build menu are now on one line in all languages.
- Dropdown menus now use full box height.
- Improved readability of downdown menu for podium.
- Added 5120x2160 as official resolution.
- Fixed bug where podium was not included in zone unless the access square was in the zone.
- Fixed bug where scrollable menus would effect each other when overlapping.
- Fixed bug where water in UI would distort text.
- Fixed bug tooltip for items on gift shop shelf window was wrong.
- Fixed bug where contents of Rank Up menu was not scaled correctly on non-1080p height monitors.
- Fixed bug in bounds calculation during load causing root rotations of geometry to be ignored.
- Fixed bug where objects won't make sounds after being picked up and dropped.
- Fixed bug where staff were not making a sound when they initiated feeding.
- Fixed bug where staff were making the sweeping sound when giving a staff talk.
- Fixed bug where staff would do a single frame of their last animation when they were dropped causing a flicker effect.
- Fixed bug where staff doing a fixing task while carrying some fish food would clip with the fish food.
- Fixed bug where top right toggle values were not being reset between games even though the UI made it look like they were.
- Fixed bug where guest thoughts would appear in English at the beginning of some levels, even if the languages was set to something else.
- Fixed bug where you could click a second level button after clicking a first. No effect, but animation would play.
- Fixed bug where if you pressed escape while a dropdown menu was open you could get stuck in the menu and not be able to cancel the dropdown.
- If using 'manual save path.txt' it is ignored if the slash after the drive letter colon is not present.
- Updated to Unity 2019.4.25f1.
- Updated to latest version of Steamworks.net.
- Modding - voCollection is automatically assigned when left blank. It is recommended to leave it blank and the game will assign the most optimal voCollection automatically.
- Modding - added 'unoptimised' icon and tooltip to Mod Manager for mods which have multiple materials in a single mesh. These objects are not assigned a voCollection and continue to run with the (slower) legacy graphics system.
+++
v2.2.1 patch

First of all a big thank you to everybody who has been getting involved in the public beta and offering up feedback.

I've just updated the [beta] branch with a small patch (v2.2.1) that aims to correct a couple of things that have come up.

Changelog

- Fixed bug - stopped warning bubbles above tanks from querying the simulation more than once before the simulation had replied. This was causing a build of queries on the simulation thread which was causing the simulation to freeze while the rest of the game kept running - fun fact: this was introduced because the recent optimisation update made the main thread run so much faster!
- Optimisation - increased performance of some simulation thread code.
- Fixed bug which was causing some weird behaviour when reordering mods in the Mod Manager.
- Fixed bug which caused the position of the animal when being picked up to be incorrect in perspective mode.
- Fixed bug which caused a harmless warning in the log: "Material doesn't have a texture property '_MainTex'".
+++
v2.2.2 patch

I've just updated the [beta] branch with what is hopefully the final patch before v2.2 comes out of beta.

This patch (v2.2.2) includes some pathfinding optimisations, guest behaviour improvements, fixes a couple of bugs and also include translations for all languages.

Changelog

- Fixed bug - if a mod caused an animation error, it would cause the animations of all the following objects to stop working. Now, only the modded object itself will stop working.
- Fixed bug - after selecting and deselecting a paint, all items on people could be picked up with the move tool for a limited time.
- Fixed bug - stopped a harmless "collection modified while iterating error" from occuring.
- Simulation (Freshwater Frenzy) - Changed Electric Eel starting size so that it eats size 3 animals.
- Simulation - starfish eater size ratio changed to 40% (same as fish eater and crustacean eater) for consistency.
- Simulation/optimisation - when attracted to an object, guests will choose a random square within range, rather than always the closest one. This creates a more natural looking behaviour and also makes it more likely for guests to view a tank from interesting locations like the middle of bridges and tunnels, rather than always going to the closest square.
- Optimisation - added a maximum range to the guest pathfinding algorithm equal to the maximum range of the object which is attracting the guest. This saves a significant amount of computation in the case where the pathfind is impossible e.g. glass edges of tanks which are inaccessible. In particular, this change will make Mega Tanks run a lot faster.
- Modding - Mods which contain geometry with no material assigned no longer stop the game from loading and force the player to disable all mods. Instead the geometry is ignored during the load process and a warning is shown in the mod info panel if you are the mod's creator.
- Modding - Added 200 chars to Chinese Atlas for modding purposes.
+++
v2.2.3 patch

A small patch with a few bug fixes.

Changelog

- Fixed bug - cashflow was appearing garbled when PC culture set to French.
- Fixed bug - breeding animal numbers incrementing additional times.
- Fixed bug - animation blending was not working in multithreaded rendering mode.
- Fixed bug - custom menu categories were not searchable.
- Fixed bug - when placing a rotated object, sometimes it would appear in non-rotated position for a split second before being placed - this issue may only have occurred in multithreaded rendering mode.
high rated
XIII - Remake updated to the version 1.0.5.

Store link: https://www.gog.com/game/xiii_remake

Changelog from the Steam version:
XIII – Patch Note – 08/06/21
Greetings,

Today we are pleased to share with you some new improvements we were working on for XIII:

Player can now hold every type of weapon he finds
Improved weapon wheel and weapon management
Added FOV setting
Stability and framerate improvement
Various bugfix



We are still committed to improve the game experience and we will have more news to share later this year.

Thank you for your support.
high rated
Retro Machina

Updated to 1.091 (Galaxy & Offline Installer)

Changelog from Steam:
Update Notes V 1.09

- Fixed bug where some enemies did not respawn.
- Fixed issue where enemies become not controllable after a shockwave attack.
- Fixed issue where some achievements are not unlocked.
- Fixed bug where it was possible to destroy Cargotron.
- Fixed a bug in Serendipity Mountain where the barrier did not open.
- Fixed issue where it was possible to pick up the Ciclotron battery more than once.
- Added ability for the robot to see nearby items by pressing the scan button.
- Changing interface fonts for better readability.
- Interface design improvements.
- Adjustment in the Craftron interface.
- Texts viewed in full screen occupy the entire area.
- HUD improvements.
high rated
Warhammer 40,000: Dakka Squadron - Flyboyz Edition

Updated to 1.154277.Shipping (Galaxy & Offline Installer)

Changelog from Steam:
WH40K SKULLS 2021 BUILD! 2 New flyable planes + skull patterns for all planes

For the Skulls event this year, Dakka Squadron is bringing you

- 2 new flyable planes (looted Arvus Lighter and looted Doom Scythe)
- Cool skull patterns that can be applied to all planes
- a 40% discount for the Skulls event!

DAKKA DAKKA DAKKA!!!
high rated
Looks like Hollow Knight's Mac version got updated.

Unfortunately, still no update for Linux
high rated
Scythe Digital Edition v1.7.06_(45686) -> 1.7.12_(46982) (offline & Galaxy installers)

Patchnotes on Gog: none

Patchnotes on Steam:

"Hello

A new bug-fixing update is now available on Scythe: Digital Edition.

Here is the patchnote:

Fix for AI getting frozen while using the Trade Action
Fix for German translation issues for some achievements
Fix for Polish letters with diacritics displaying improperly in some pop-up messages
Fix for some Polish letters displaying incorrectly in online lobby and in-game chats
Fix for improper “No Suitable Place” badge displaying on a maxed-out Popularity resource
Fix for input zones not scaling properly with the art in 2-4K resolutions
Fix for Albion workers floating above the ground in factions showcase animation at the start of each game
Fix for some models of the same faction being darker than others
Fix for a testing language option being present alongside other languages
Fix for text in combat abilities pop-ups displaying more than once
Fix for issues when trying to return to a minimized online game lobby
Fix for issues with getting a Combat Card and spending that card as a resource as Crimea in a single turn
Fix for the “Build Local Infrastructure” objective counting structures adjacent to one’s homebase towards the objective’s conditions
Fix for some incorrect or missing art for enlarged objectives

Many thanks for all your feedback and see you in The Factory!"

*****

edit 10.06.21: regarding popups for getting an asmodee.net account / newsletter -> "StormLord1975" tested new version (thanks again!) & this "feature" ist still active. Will get in contact with asmodee support. Sorry for offtopic, will continue in the dedicated subforum thread for this very topic.
Post edited June 10, 2021 by Paraharaha
high rated
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karnak1: * Children of Morta
It seems Windows offline installer was updated to 1.2.62.2

Couldn't find a changelog.
Likely this:

Children of Morta | Bugfix Update - June 2021
Hello there, Fam!

We've just released an update for Children of Morta on XBOX, PC, PS4 & PS5! It fixes a number of bugs, as well as some platform-specific issues that you've reported - keep up the good work, it's super helpful for us!

Nintendo Switch update shall be live June 11th as it needs a little more time!

List of FIXES:

Fixed audio looping issue (Playstation 4)
Fixed a few instances where Mark could have stuck behind walls (especially during Forest boss fight)
Progression blocker in some instances after defeating the final boss in the Story mode and Family Trials (Insane difficulty) is now fixed
Fixed the occasional progression blocker during Ferocious Slayer objective
Portal may appear behind the closed door after completing the Cleansing Guardian objective
Two or more of the same divine graces could be obtained
Fixed Kevin's "Deadly Storm" talent not working as intended
Fixed Mark's "Swirling Staff" skill not working as intended
Fixed the issue where it sometimes was not possible to interact with a shopkeeper due to items piling up
Fixed the issue with directional keys being reset each time the game is restarted
Fixed the issue that could cause characters to become invincible in Local Coop because of Unstable Relic
Fixed the issue where Revive prompt could be randomly shown in Local Coop
Fixed the issue with traps spawning inside objects in the Desert biome
Fixed the issue with trap relics causing incorrect kill streak numbers
Fixed the issue with pressure plates not working as intended during the memory puzzle
Improved performance throughout all consoles
Minor bug fixes to improve the stability and overall experience

In case of any further issues, please, as always, reach out directly to techsupport@11bitstudios.com!

Cheers!
Dead Mage & 11 bit studios
The Linux and Mac versions still didn't update, and still no sign of the free DLC the game got on Steam.
Post edited June 09, 2021 by _Auster_
high rated
Warhammer: Shadow of the Horned Rat just received an update but there is no changelog.
high rated
Interstellar Space: Genesis updated to v 1.3

NEW

New 'Surrender Pact' diplomacy option! Empires facing inevitable defeat can now offer or agree to sign a surrender pact thus removing the need to completely eliminate them from the game. As subject empires, they provide their overlord a hefty percentage of their surplus credits, research points, culture, ship support and strategic resources each turn. Subjects vote for their overlord and contribute to all victory types. An overlord and their subject can make diplomatic coordination requests as if they were allied, but a subject's options are limited. 56 new lines of dialog were added to accommodate the surrender pact diplomacy interactions.
New 'Alliance Victory' condition - When an empire wins, all its allies share victory. It can be enabled or disabled in the new game set up screen.
Steam achievements feature added! 57 achievements, which include 3 hidden ones and 7 for the first expansion pack, Natural Law. The achievements are also displayed in-game in a dedicated 'Achievements' screen.
New 'AI Aggressiveness Modifier' option in the 'New Game' screen allows tweaking the desired aggression level by the AI. With higher aggressiveness, the AI will tend to be more hostile, attack more and declare war more often. It will also be more reluctant to sign deals. The opposite effect for lower aggression than normal.
Maximum number of players is now 10 (was 8 before).
One more zoom-out level available in the bigger map games.
Now possible to set production and research speeds for each player as low as 1% and high as 300%, with a granularity of 1% steps (the 25% steps option is kept along this new high granularity option).
New Government biases provide for additional flavor and early tensions between empires with different and opposing government types. The effect wears off with time, faster in the easier difficulty levels.
Diplomacy UI revamped! The diplomacy dialog screen is now displayed in full screen and the ambassador character is presented much larger, allowing for much more of the character to be seen and the different animations depending on their mood.
New 'Balanced (no ships)' colony AI governor filter allows for balanced colony automation but without ships being constructed by the AI.
New UI-scale slider option in the 'Game Settings' allows enlarging the galaxy map icons and labels, and also the information presented in the system view, which may be especially useful when playing the game in very big monitors and TVs.


AI IMPROVEMENTS

Significant improvements made to the AI in how it invades outposts. It now takes outposts more diligently and at all times it finds it's opportune, especially in the higher difficulty levels.
The AI now plans better on what ships are best suited to be used as escorts given the current circumstances (e.g. to escort civilian ships on their colonization, exploitation or exploration missions). Before, the AI could use ships as escorts that were best suited for other roles (e.g. invasions, defense) leaving systems unprotected or taking too long to launch an invasion.
The AI now goes after Space Monsters more, especially when they guard particularly important systems, not only for their colonization rating but also for their exploitation potential.
The AI now considers building more capital ships and bringing more ships to battle and is also a bit more aggressive in the late game in the higher difficulty levels.
The AI will not send suicidal runs against orbital stations addressed (e.g. 1 frigate against a starbase).
The AI will not be as reluctant to go to war as before (more likely to go to wars in the higher difficulty levels than before, especially early for the warmonger race affinities).
The AI now handles gifts more sensibly. Previously, it could be too easy to spam the AI with small gifts for big diplomatic benefit.
The AI will now make it less obvious where it is amassing its ships when preparing for an invasion.
The AI now considers razing enemy colonies and outposts (it didn't before for design reasons).
The AI now considers asking for a peace treaty more if they happen to be in a very bad situation even if they are furious towards their rival.
The AI algorithm to consider establishing outposts was improved which resulted in a more diligent and aggressive approach to establish (and re-capture) mining and tourism sites on accretion disks, especially when these have strategic resources.
The AI now prioritizes scanners and drive technology a bit more, which boosts their operational effectiveness further.
The AI now fires all its weapons in combat when it cans where before it could miss the opportunity to fire some weapons due to not having enough angle aperture to fire at their primary target. Now, AI ships consider other targets if they cannot fire at their primary one.
The AI ships now focus and spread their fire in combat more sensibly, resulting in more aggressive, concentrated and effective attacks.
The AI now also more effective at finishing off their targets more when they are in bad condition where before the AI ships could change their targets in the middle of the fight and not finish off AI ships when it would be better if they did.
AI combat enhancements made to make sure ships spend all their actions in the best way possible, prioritizing firing actions and making sure ships can and will fire all of their weapons as much as possible.
The AI ship design algorithm now considers equipping weapons with different fire arcs more when they think it can result in more effective designs.
The AI now refrains from using tractor beams on its own mind controlled ships.
AI now considers using tractor ships before other AI ships fire at targets.
AI combat improvements on which ships the AI chooses to use first in battle and in which order.
Mind control Titan ability now being considered by the auto-resolve algorithm.


BALANCE

Ship construction cost reduced from +50% to +25% in the 'Low' Ship Support penalty level (less than 10 negative SSP).
Ship Attack and Ship Defense penalties reduced from -20% to -15% in the 'High' Ship Support penalty level (less than 25 negative SSP).
New 'Very High' Ship Support penalty level causes -20% Ship Attack / Ship Defense, +100% ship construction costs and 50BC maintenance per point below the -150 SSP mark.
New 'Extreme' Ship Support penalty level causes a 25% reduction to all ships' Ship Attack (accuracy) and Ship Defense (evasion rating), +300% ship construction costs and 250BC maintenance per negative SSP point when SSP goes below the -350 mark.
Auto-resolve improvements: Point Defense weapons were too much of a factor in countering missiles; also, fleet size had too much weight in the combat auto-resolve algorithm.
Interstellar Geology culture perk now provides a flat +2 strategic resources' bonus instead of a +50% bonus, as that was causing too much production and other excessive effects.
The Neutronium armor coating tech now provides immunity to beam damage when 8 sources of neutronium are available, where before 5 sources were enough to confer immunity making the effect a too powerful one. Each source now provides +12.5% beam damage reduction per available source, where before it offered +20% per source.
Gifts not as powerful of an effect on the Sulak, Cerixx and Human race affinities in diplomacy deals.
Gifts' positive effect wears off faster on the Draguul, Sulak, Human, Palacean, Kaek and Nova race affinities.
Space mirror array now costs 15 BC to maintain, was 10 BC before.
Utopia government now has a -25% research penalty on defense technologies.


GAMEPLAY

Warrior Code unique ability now grants +15% morale per ongoing war (Draguul affinity, also available to custom races).
Tribute deals are now automatically cancelled when war is declared.
Bomber bays and fighter bays now factored in the auto-resolve calculations.
When the odds are overwhelming in favor of the invader, during a planetary assault, the collateral damage applied when it loses was halved.
Tamara Adams had incorrect leader skills that resulted from a development testing mistake. She now has the scientist, astronautics and activist skills, as designed for this leader. She had espionage skills before.
An Alliance pact now provides information on all colonies and fleets the allies have to their allies, like the espionage intel-gathering expert skills does. This was designed but not working as intended. Now it is in the game.

Changelog, part 2

PERFORMANCE

Turn-time performance improvements, especially noticeable in the late game.
Loading games much faster now.
Significant combat performance improvements. Combat could start to lag after several combat sessions. This was fixed.
Major performance improvements for 4K resolutions. The game could be a bit laggy in some places in 4K monitors. That is now fixed.


SOUND & MUSIC

Diplomacy "angry" tunes now play when an opponent's ambassador leaves when treaties are broken and demands are made that are not accepted by the ambassador.


Okay, after about 20 tries in various ways, I give up, GOG doesn`t want me to post the whole changelog.
Post edited June 10, 2021 by Maxvorstadt
high rated
Pile Up! Box by Box

Updated to 1.0.13 (Galaxy & Offline Installer)

Very detailed changelog from Steam:
1.0.13

Minor bug fixes
+++


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Hustlefan: Lost Ruins

Updated to 1.0.9 (Galaxy [Windows & Mac] & Offline Installer [Windows])

No changelog.
Linux & Mac Offline installers now updated as well.
high rated
The latest patch for Mechwarrior 5 has arrived but no changelog is currently available on GOG and most likely never will be so i copied it from Steam.

MW5: Mercs Patch Notes for June 9th, 2021
Greetings Mercenaries!

Today we bring a large patch to MechWarrior 5: Mercenaries and the DLC "Heroes of the Inner Sphere". A few of the highlights are as follows:

GENERAL

Added an option to hide the invite code so Content Creators can livestream without concern.
Fixed a bug that made it so players cannot access co-op if their contact list becomes corrupted.
Fixed a bug where the Cold Storage is empty when importing an old Campaign save to New Career.
Fixed an issue where custom Mod Content was not being loaded by the game. Prior to this mods could only replace/substitute existing game assets.

In addition to these updates, there are also over 100 more updates and fixes, including:

Various crash fixes.
Various UI fixes.
Various localization fixes.
Various minor bug fixes

We hope you continue to enjoy MW5Mercs, and as always if you have any technical issues or bugs to report, be sure to email support@mw5mercs.com or contact us in the MechWarrior Discord Server in the appropriate channels.

Sincerely,
The MechWarrior 5 Team
Post edited June 10, 2021 by ChrisGamer300